espii

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espii
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  • Solution i came up with this is to write my own physics while using truesync purely for determinism.
  • I just wrote a script for a basic object with TSCircleCollider2D that follows the mouse cursor I also wrote a script for an empty gameobject that creates the prefab when spacebar is pressed. Code: https://hastebin.com/fofovejusi.cs With such simp…
  • Just get/send the input, and do the calculations which result from the input on the sync update.
  • Physics2D raycast???? U should be using TSPhysics2D with TSCollider2D, TSRigidbody2D. Unity's physics is not deterministic so u gotta use the much slower version from TS
  • Ended up just calling tsPhysics2D.overlap once every 5 frames in a large radius and storing the results. Then, I read from the results to find objects near my units at varying radius. This solved the problem somewhat, but it's still gets p…
  • I found the solution to this bug
  • when I use the debugger, the code dies in the file TSPhysics2D at the line: object result = _OverlapCapsule(center, new TSVector2(distance + radius * 2, radius * 2), TSCapsuleDirection2D.HORIZONTAL, -angle, sensorType, layerMask); if (…
  • TSPhysics2D.circlecast NullReferenceException: Object reference not set to an instance of an object TrueSync.TSPhysics2D._CircleCast (TSVector2 origin, FP radius, TSVector2 direction, FP distance, BodySpecialSensor sensorType, Int32 layerMask) (at A…